// Author @patriciogv ( patriciogonzalezvivo.com ) - 2015 #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 uniform vec2 u_resolution; uniform float u_time; mat2 rotate2d(float _angle){ return mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)); } float box(in vec2 _st, in vec2 _size){ _size = vec2(0.5) - _size*0.5; vec2 uv = smoothstep(_size, _size+vec2(0.001), _st); uv *= smoothstep(_size, _size+vec2(0.001), vec2(1.0)-_st); return uv.x*uv.y; } float cross(in vec2 _st, float _size){ return box(_st, vec2(_size,_size/4.)) + box(_st, vec2(_size/4.,_size)); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); // move space from the center to the vec2(0.0) st -= vec2(0.5); // rotate the space st = rotate2d( sin(u_time)*PI ) * st; // move it back to the original place st += vec2(0.5); // Show the coordinates of the space on the background // color = vec3(st.x,st.y,0.0); // Add the shape on the foreground color += vec3(cross(st,0.4)); gl_FragColor = vec4(color,1.0); }